[FF7PC-98/Steam] New Threat Mod (v2.0.999992)

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Maybe just put the status box that pops up when you use a healing item on screen all the time?
 
It's unlikely that the scene or kernel will be changed from here on out, and if they are then it would be something minor like a base power change here or a flag there. One thing to watch for with translating the kernel though is the text compression; it's already at its limits as far as size goes so it'd be a good idea to save now and then, create back-ups, and quickly check for any text errors that might appear after each save.
OK so I'll begin with the scene and the kernel. Could you advise me by PM if you change something please ?
 
Another person on Steam told me that they thought reflect was a glitch/wasn't sure where it was coming from. I'm going to admit defeat and remove that mechanic from Reactor No.5 altogether ;-;
I loved it and the sudden change kept the battle interesting by forcing the item mix-up. I personally don't want to see it go away and would be fine with the name change, but I know it's bound to continue to confuse people who aren't as gung-ho. How about adding dialogue like when Guard Scorpion raises its tail?

Barret: "Just great. Looks like we got hit with a reflect barrier. We did pack potions, right?"
 
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Maybe just put the status box that pops up when you use a healing item on screen all the time?
It wouldn't have anywhere to go except for in front of the menu bar; the screen is already cramped.

I loved it and the sudden change kept the battle interesting by forcing the item mix-up. I personally don't want to see it go away and would be fine with the name change, but I know it's bound to continue to confuse people who aren't as gung-ho. How about adding dialogue like when Guard Scorpion raises its tail?

Barret: "Just great. Looks like we got hit with a reflect barrier. We did pack potions, right?"
I'll go with the name change for the attacks and if I still get 'glitch' reports then Reflect is getting dropped from that Reactor altogether.
 
Just to toss my 2 cents in, I thought the reflect schtick was a nice touch.

I just say let people figure it out.  It's easy enough to deal with once you know what's going on, and it's not like you don't have save points pretty close to the bosses that utilize it.  Especially early game when players are still getting a feel for the mod, I think the reflect shenanigans minus hand-holding are a good way to prepare them for the horrors to come.
 
Sorry Sega but you didn't answer to my question. ^^'
I'll PM if I make any changes to those files; it might be best to stick with just the kernel for now though. I remembered I have a lot of changes still to make for the scene.bin.
 
Another question - while talking to the three lying guys at Corel Prison, some red message popped up, something about waiting for music or something like that, i don't remember (my memory sucks, lol) I assume it's some kind of hint, but I'm clueless about what it means. Is this some end game sidequest or should I try to figure out what it means right now?
 
I have already a problem Sega. ^^' I can't open your kernel2.bin with teioh, how do you open it ?
 
Well, the Gi boss was as annoying this time as it was last time. Luckily, I now know the power of Morph. Get Bird Wings from Morphing those...Griffons I think it was right outside Cosmo Canyon and you can take out those Heavy Lights in one turn and also do some real big damage to Kattan. I only had one though so I backtracked all the way out of tGi Cave and CC to get one more. I also only survived with one character but a win is a win and I really hate that fight. Nothing on you SC, some fights are just like that.

I just beat the new Lost Number. I honestly didn't really figure out the fight, I'm afraid. Only Barret seemed to do any real damage after he got into his second phase. Cloud only ever did 1s, Cait Sith could do okay damage with Dice, but it was really all on Barret to needle him to death with Deathblows and Limits while Cloud and Cait Sith were pretty much only on healing duty.
 
Another question - while talking to the three lying guys at Corel Prison, some red message popped up, something about waiting for music or something like that, i don't remember (my memory sucks, lol) I assume it's some kind of hint, but I'm clueless about what it means. Is this some end game sidequest or should I try to figure out what it means right now?
It's related to something but best not to worry about it.

I have already a problem Sega. ^^' I can't open your kernel2.bin with teioh, how do you open it ?
I've never used Teioh; the kernel I've got has been through so many changes and problems that I wouldn't be surprised if it had some corruption in it (KOTR text doesn't display for instance which hints at underlying problems). I use Wall Market for all my revisions.

Well, the Gi boss was as annoying this time as it was last time. Luckily, I now know the power of Morph. Get Bird Wings from Morphing those...Griffons I think it was right outside Cosmo Canyon and you can take out those Heavy Lights in one turn and also do some real big damage to Kattan. I only had one though so I backtracked all the way out of tGi Cave and CC to get one more. I also only survived with one character but a win is a win and I really hate that fight. Nothing on you SC, some fights are just like that.

I just beat the new Lost Number. I honestly didn't really figure out the fight, I'm afraid. Only Barret seemed to do any real damage after he got into his second phase. Cloud only ever did 1s, Cait Sith could do okay damage with Dice, but it was really all on Barret to needle him to death with Deathblows and Limits while Cloud and Cait Sith were pretty much only on healing duty.
Lost Number is just the same as before; he morphs into a physical or magic form depending on what type of damage you hit him with when hew went under Half HP. I've actually just got done with some enhancements to this boss; he's been bugging me since forever.
 
Hey SC, just wanted to let you know I spotted another minor text bug.


430d61bdb7.png


That's it, lol.
 
One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.
 
I've never used Teioh; the kernel I've got has been through so many changes and problems that I wouldn't be surprised if it had some corruption in it (KOTR text doesn't display for instance which hints at underlying problems). I use Wall Market for all my revisions.
Well, I've never found the way to change texts in Wall market, can you tell me please ?

Also, you have a custom exe for your mod right ? I'm not sure how I can translate this thing...
 
One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.
This, I think, is a really bad idea to have built into the mod for everyone.  As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early.  Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.

I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.

A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to.  This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.
 
This, I think, is a really bad idea to have built into the mod for everyone.  As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early.  Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.

I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.

A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to.  This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.
Yeah, thats why i talked about the exe patch, not the NT mod itself =). And by applying it to the EXE patch, Sega can actually balance the limit breaks for utility across the different levels and not just have straight dmg boosts. So gaining early Lvl -3 limit breaks might not be that OP.
Another thing is, after playing FF7 NT like 7 times until the end, i am not a fan of 0 XP items just so i can keep my lvl low, we kinda have the no encounter setting already. And am not a fan of grinding +100 mobs at midgar then another +100 at choco ranch and ano... (you get the point) if more limit breaks offer variety to combat.
 
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Yes you have to keep it balanced. It is not a LLG mod (AFAIK). The balance and difficulty should be based around playing it normally... IMHO.

So far I am enjoying the mod.
 
One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.
I can change Limit Break kill/usage requirements and the HP% damage needed to fill them at each level through the Kernel; the actual damage/effects of the Limits themselves are stored in the .EXE so I can make these changes if needed. As far as kills go for a low level run, I could help out by adding an enemy here or there that gives 0EXP; Mango Fangs on the Temple Area (wasteland areas on the tip of the isle) already give 0 EXP for instance (I think). I'd be reluctant to just lower the kills needed specifically for low level games, as there was another player on ID saying he had Limit Level 3 for Tifa by the time he reached Junon or thereabouts (though that might have been a grind heavy run).

Well, I've never found the way to change texts in Wall market, can you tell me please ?

Also, you have a custom exe for your mod right ? I'm not sure how I can translate this thing...
If you double-click the name of any item, spell, etc. in Wall Market then a text box should appear allowing you to change the Name and Description. Note that the 'save' function in this tool is called 'Create Kernel & Kernel2.bin'; the wording is a little different to what you'd normally expect.

This, I think, is a really bad idea to have built into the mod for everyone.  As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early.  Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.

I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.

A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to.  This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.
Yeah, thats why i talked about the exe patch, not the NT mod itself =). And by applying it to the EXE patch, Sega can actually balance the limit breaks for utility across the different levels and not just have straight dmg boosts. So gaining early Lvl -3 limit breaks might not be that OP.
Another thing is, after playing FF7 NT like 7 times until the end, i am not a fan of 0 XP items just so i can keep my lvl low, we kinda have the no encounter setting already. And am not a fan of grinding +100 mobs at midgar then another +100 at choco ranch and ano... (you get the point) if more limit breaks offer variety to combat.
The plan with the .EXE patch as far as Limits go is to lower base power but add effects like the previous one. The problem with the previous model though is that it lowered base power too much and left Limits underpowered. Off the top of my head, this is what I'd be looking to do for Cloud:

Braver: Normal Damage
Cross Slash: Slightly less base power, but inflicts Paralysis (100%)

Blade Beam: Multi-target damage, long range
Climhazzard: Lower base power, but Piercing Damage (ignores defence)

Meteorain: No crits, long range
Finishing Touch: No change, but base power might be adjusted for Non-KO hit if it's too weak

Omnislash: Not sure, need to test damage threshold and compare it to other Lv.4s

I'd also be making Sled Fang Long Range this time, to avoid a potential problem in the Hundred Gunner fight. But I'd be willing to drop range and just keep all Limits long range if it doesn't feel right (I don't think it felt right the last time I tried it). If the .EXE is made into a part of the mod and not just an optional extra then I'd be able to adjust the Limit reqs/charge accordingly but I'm still on the fence about that.

Yes you have to keep it balanced. It is not a LLG mod (AFAIK). The balance and difficulty should be based around playing it normally... IMHO.

So far I am enjoying the mod.
And ultimately that's what I need to be focused on; I can sneak a bone in here or there for LLG players, but it can't be anything that would undermine a first-time normal playthrough.
 
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